【遊戲程式設計】Direct 3D程式框架
阿新 • • 發佈:2018-12-11
下面進行三維遊戲的開發吧。用的是DirectX 9。
執行結果:
原始碼:
#include <d3d9.h> #include <d3dx9.h> #include <tchar.h> #define WINDOW_WIDTH 800 #define WINDOW_HEIGHT 600 #define WINDOW_TITLE L"Direct 3D程式框架" #define SAFE_RELEASE(p) { if(p) {(p)->Release(); (p) = NULL;}} //銷燬指標 //---------------------------------------【全域性變數宣告部分】------------------------------------------------ //描述:全域性變數的宣告 //----------------------------------------------------------------------------------------------------------- LPDIRECT3DDEVICE9 g_pd3dDevice; //Direct 3D裝置物件 ID3DXFont* g_pFont; //字型COM介面 wchar_t g_strFPS[50]; //包含幀頻率的字元陣列 LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); HRESULT Direct3D_Init(HWND); //在這個函式中繼續Direct3D的初始化 HRESULT Objects_Init(HWND); //在這個函式中進行要繪製的物體的資源初始化 void Direct3D_Render(HWND); //在這個函式中進行Direct3D渲染程式碼的書寫 void Direct3D_ClearUp(); //在這個函式中清理COM資源以及其他資源 float Get_FPS(); //----------------------------------------【WinMain()函式】------------------------------------------------- //描述:Windows應用程式的入口函式 //------------------------------------------------------------------------------------------------------------- int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPreInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wndClass = {0}; wndClass.cbSize = sizeof(WNDCLASSEX); wndClass.style = CS_HREDRAW | CS_VREDRAW; wndClass.lpfnWndProc = (WNDPROC)WndProc; wndClass.cbClsExtra = 0; wndClass.cbWndExtra = 0; wndClass.hInstance = hInstance; wndClass.hIcon = (HICON)LoadImage(NULL, L"icon.ico", IMAGE_ICON, 0, 0, LR_LOADFROMFILE | LR_DEFAULTSIZE); wndClass.hCursor = LoadCursor(NULL, IDC_ARROW); wndClass.hbrBackground = (HBRUSH)GetStockObject(GRAY_BRUSH); wndClass.lpszMenuName = NULL; wndClass.lpszClassName = L"3DGameBase"; if(!RegisterClassEx(&wndClass)) return -1; HWND hWnd = CreateWindow(L"3DGameBase", WINDOW_TITLE, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL); MoveWindow(hWnd, 250, 80, WINDOW_WIDTH, WINDOW_HEIGHT, true); ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); PlaySound(L"Final Fantasy XIII.wav", NULL, SND_LOOP | SND_ASYNC | SND_FILENAME); if(FAILED(Direct3D_Init(hWnd))) MessageBox(hWnd, L"Direct3D 初始化失敗!", L"訊息視窗", 0); MSG msg = {0}; while(msg.message != WM_QUIT) { if(PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else Direct3D_Render(hWnd); } UnregisterClass(L"3DGameBase", wndClass.hInstance); return 0; } LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { switch(message) { case WM_PAINT: Direct3D_Render(hWnd); ValidateRect(hWnd, NULL); //使視窗區域生效 break; case WM_KEYDOWN: if(wParam == VK_ESCAPE) DestroyWindow(hWnd); break; case WM_DESTROY: //呼叫自定義的資源清理函式Direct3D_ClearUp();進行退出前的資源清理 Direct3D_ClearUp(); PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } //---------------------------------------------【Direct3D_Init()函式】----------------------------------------- //描述:Direct3D初始化函式,進行Direct3D的初始化 //--------------------------------------------------------------------------------------------------------------- HRESULT Direct3D_Init(HWND hWnd) { //--------------------------------------------------------------------------------------------------------------- //【Direct3D初始化步驟一】:建立Direct3D介面物件,以便用該Direct3D物件建立Direct3D裝置物件 //--------------------------------------------------------------------------------------------------------------- LPDIRECT3D9 pD3D = NULL; //Direct3D介面物件的建立。 if((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) //初始化Direct3D介面物件,並進行DirectX版本協商。 return E_FAIL; //--------------------------------------------------------------------------------------------------------------- //【Direct3D初始化步驟二】:獲取硬體裝置資訊 //--------------------------------------------------------------------------------------------------------------- D3DCAPS9 caps; int vp = 0; if(FAILED(pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps))) return E_FAIL; if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) vp = D3DCREATE_HARDWARE_VERTEXPROCESSING; //支援硬體頂點運算,採用硬體頂點運算 else vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; //不支援硬體頂點運算,採用軟體頂點運算 //--------------------------------------------------------------------------------------------------------------- //【Direct3D初始化步驟三】:填充D3DPRESENT_PARAMETERS結構體 //--------------------------------------------------------------------------------------------------------------- D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.BackBufferWidth = WINDOW_WIDTH; d3dpp.BackBufferHeight = WINDOW_HEIGHT; d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; d3dpp.BackBufferCount = 1; d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp.MultiSampleQuality = 0; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = hWnd; d3dpp.Windowed = true; d3dpp.EnableAutoDepthStencil = true; d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; d3dpp.Flags = 0; d3dpp.FullScreen_RefreshRateInHz = 0; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; //--------------------------------------------------------------------------------------------------------------- //【Direct3D初始化步驟四】:建立Direct3D裝置介面。 //--------------------------------------------------------------------------------------------------------------- if(FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, vp, &d3dpp, &g_pd3dDevice))) return E_FAIL; SAFE_RELEASE(pD3D); //LPDIRECT3D9介面物件的使命完成,將其釋放掉 if(FAILED(Objects_Init(hWnd))) // 呼叫一次Objects_Init,進行渲染資源的初始化 return E_FAIL; return S_OK; } //------------------------------------------【Objects_Init()】函式--------------------------------------------- //描述:渲染資源初始化函式,在此函式中進行要被渲染的物體的資源的初始化 //--------------------------------------------------------------------------------------------------------------- HRESULT Objects_Init(HWND hWnd) { //建立字型 if(FAILED(D3DXCreateFont(g_pd3dDevice, 36, 0, 0, 1, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, TEXT("微軟雅黑"), &g_pFont))) return E_FAIL; return S_OK; } //-----------------------------------------【Get_FPS()函式】--------------------------------------------------- //描述:用於計算幀頻率 //--------------------------------------------------------------------------------------------------------------- float Get_FPS() { //定義四個靜態變數 static int frameCount = 0; //幀數 static float currentTime = 0; //當前時間 static float lastTime = 0; //上次計算幀頻率的時間 static float fps = 0; //需要計算的fps值 ++frameCount; //每呼叫一次此函式,幀數加一 //獲取系統時間, timeGetTime() 返回系統時間,以毫秒為單位,乘以0.001得到秒 currentTime = timeGetTime() * 0.001f; //如果當前時間減去之前計算幀頻率的時間大於1秒鐘,就進行幀頻率的更新,並將幀數歸零 if(currentTime - lastTime > 1.0f) //將時間控制在1秒鐘 { fps = frameCount / (currentTime - lastTime); //計算這一秒的fps值 frameCount = 0; //將本次幀數清零 lastTime = currentTime; //將當前時間賦給上次計算幀頻率的時間,作為下一秒的基準時間 } return fps; } //----------------------------------------【Direct3D_Render()函式】-------------------------------------------- //描述:使用Direct3D進行渲染 //--------------------------------------------------------------------------------------------------------------- void Direct3D_Render(HWND hWnd) { //--------------------------------------------------------------------------------------------------------------- //【Direct3D渲染步驟一】:清屏操作 //--------------------------------------------------------------------------------------------------------------- g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); //定義一個矩形,用來獲取主視窗矩形 RECT formatRect; GetClientRect(hWnd, &formatRect); //--------------------------------------------------------------------------------------------------------------- //【Direct3D渲染步驟二】:開始繪製 //--------------------------------------------------------------------------------------------------------------- g_pd3dDevice->BeginScene(); //開始繪製 //--------------------------------------------------------------------------------------------------------------- //【Direct3D渲染步驟三】:正式繪製 //--------------------------------------------------------------------------------------------------------------- //在縱座標250處寫文字 swprintf_s(g_strFPS, L"FPS:%.3f", Get_FPS()); g_pFont->DrawText(0, g_strFPS, -1, &formatRect, DT_TOP | DT_RIGHT, D3DCOLOR_XRGB(255,255,255)); formatRect.top = 250; g_pFont->DrawText(0, L"3D遊戲開發的框架!", -1, &formatRect, DT_CENTER, D3DCOLOR_XRGB(255,255,255)); //--------------------------------------------------------------------------------------------------------------- //【Direct3D渲染步驟四】:結束繪製 //--------------------------------------------------------------------------------------------------------------- g_pd3dDevice->EndScene(); //結束繪製 //--------------------------------------------------------------------------------------------------------------- //【Direct3D渲染步驟五】:顯示翻轉 //--------------------------------------------------------------------------------------------------------------- g_pd3dDevice->Present(NULL, NULL, NULL, NULL); //翻轉與顯示 } //------------------------------------------------【 Direct3D_ClearUp函式】------------------------------------------ //描述:資源清理函式,在此函式中進行程式退出前資源的清理工作 //------------------------------------------------------------------------------------------------------------------- void Direct3D_ClearUp() { SAFE_RELEASE(g_pd3dDevice); //釋放COM介面物件 SAFE_RELEASE(g_pFont); }